Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/PyDoc/GameLogic.py')
-rw-r--r--source/gameengine/PyDoc/GameLogic.py515
1 files changed, 0 insertions, 515 deletions
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py
deleted file mode 100644
index 56a9ea0d4f4..00000000000
--- a/source/gameengine/PyDoc/GameLogic.py
+++ /dev/null
@@ -1,515 +0,0 @@
-# $Id$
-"""
-Documentation for the GameLogic Module.
-=======================================
-
- Module to access logic functions, imported automatically into the python controllers namespace.
-
- Examples::
- # To get the controller thats running this python script:
- cont = GameLogic.getCurrentController() # GameLogic is automatically imported
-
- # To get the game object this controller is on:
- obj = cont.owner
- L{KX_GameObject} and L{KX_Camera} or L{KX_LightObject} methods are
- available depending on the type of object::
- # To get a sensor linked to this controller.
- # "sensorname" is the name of the sensor as defined in the Blender interface.
- # +---------------------+ +--------+
- # | Sensor "sensorname" +--+ Python +
- # +---------------------+ +--------+
- sens = cont.sensors["sensorname"]
-
- # To get a sequence of all sensors:
- sensors = co.sensors
-
- See the sensor's reference for available methods:
- - L{DelaySensor<GameTypes.SCA_DelaySensor>}
- - L{JoystickSensor<GameTypes.SCA_JoystickSensor>}
- - L{KeyboardSensor<GameTypes.SCA_KeyboardSensor>}
- - L{MouseFocusSensor<GameTypes.KX_MouseFocusSensor>}
- - L{MouseSensor<GameTypes.SCA_MouseSensor>}
- - L{NearSensor<GameTypes.KX_NearSensor>}
- - L{NetworkMessageSensor<GameTypes.KX_NetworkMessageSensor>}
- - L{PropertySensor<GameTypes.SCA_PropertySensor>}
- - L{RadarSensor<GameTypes.KX_RadarSensor>}
- - L{RandomSensor<GameTypes.SCA_RandomSensor>}
- - L{RaySensor<GameTypes.KX_RaySensor>}
- - L{TouchSensor<GameTypes.KX_TouchSensor>}
-
- You can also access actuators linked to the controller::
- # To get an actuator attached to the controller:
- # +--------+ +-------------------------+
- # + Python +--+ Actuator "actuatorname" |
- # +--------+ +-------------------------+
- actuator = co.actuators["actuatorname"]
-
- # Activate an actuator
- controller.activate(actuator)
-
- See the actuator's reference for available methods:
- - L{2DFilterActuator<GameTypes.SCA_2DFilterActuator>}
- - L{ActionActuator<GameTypes.BL_ActionActuator>}
- - L{AddObjectActuator<GameTypes.KX_SCA_AddObjectActuator>}
- - L{CameraActuator<GameTypes.KX_CameraActuator>}
- - L{ConstraintActuator<GameTypes.KX_ConstraintActuator>}
- - L{DynamicActuator<GameTypes.KX_SCA_DynamicActuator>}
- - L{EndObjectActuator<GameTypes.KX_SCA_EndObjectActuator>}
- - L{GameActuator<GameTypes.KX_GameActuator>}
- - L{IpoActuator<GameTypes.KX_IpoActuator>}
- - L{NetworkMessageActuator<GameTypes.KX_NetworkMessageActuator>}
- - L{ObjectActuator<GameTypes.KX_ObjectActuator>}
- - L{ParentActuator<GameTypes.KX_ParentActuator>}
- - L{PropertyActuator<GameTypes.SCA_PropertyActuator>}
- - L{RandomActuator<GameTypes.SCA_RandomActuator>}
- - L{ReplaceMeshActuator<GameTypes.KX_SCA_ReplaceMeshActuator>}
- - L{SceneActuator<GameTypes.KX_SceneActuator>}
- - L{ShapeActionActuator<GameTypes.BL_ShapeActionActuator>}
- - L{SoundActuator<GameTypes.KX_SoundActuator>}
- - L{StateActuator<GameTypes.KX_StateActuator>}
- - L{TrackToActuator<GameTypes.KX_TrackToActuator>}
- - L{VisibilityActuator<GameTypes.KX_VisibilityActuator>}
-
- Most logic brick's methods are accessors for the properties available in the logic buttons.
- Consult the logic bricks documentation for more information on how each logic brick works.
-
- There are also methods to access the current L{KX_Scene}::
- # Get the current scene
- scene = GameLogic.getCurrentScene()
-
- # Get the current camera
- cam = scene.active_camera
-
- Matricies as used by the game engine are B{row major}::
- matrix[row][col] = float
- L{KX_Camera} has some examples using matricies.
-
-
-@group Constants: KX_TRUE, KX_FALSE
-@var KX_TRUE: True value used by some modules.
-@var KX_FALSE: False value used by some modules.
-
-@group Property Sensor: KX_PROPSENSOR_*
-@var KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
-@var KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value.
-@var KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits.
-@var KX_PROPSENSOR_CHANGED: Activate when the property changes
-@var KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
-
-@group Constraint Actuator: KX_CONSTRAINTACT_*
-@var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_DIRNX: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_DIRNY: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_DIRPX: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_DIRPY: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_ORIX: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_ORIY: See L{KX_ConstraintActuator}
-@var KX_CONSTRAINTACT_ORIZ: See L{KX_ConstraintActuator}
-
-@group IPO Actuator: KX_IPOACT_*
-@var KX_IPOACT_PLAY: See L{KX_IpoActuator}
-@var KX_IPOACT_PINGPONG: See L{KX_IpoActuator}
-@var KX_IPOACT_FLIPPER: See L{KX_IpoActuator}
-@var KX_IPOACT_LOOPSTOP: See L{KX_IpoActuator}
-@var KX_IPOACT_LOOPEND: See L{KX_IpoActuator}
-@var KX_IPOACT_FROM_PROP: See L{KX_IpoActuator}
-
-@group Random Distributions: KX_RANDOMACT_*
-@var KX_RANDOMACT_BOOL_CONST: See L{SCA_RandomActuator}
-@var KX_RANDOMACT_BOOL_UNIFORM: See L{SCA_RandomActuator}
-@var KX_RANDOMACT_BOOL_BERNOUILLI: See L{SCA_RandomActuator}
-@var KX_RANDOMACT_INT_CONST: See L{SCA_RandomActuator}
-@var KX_RANDOMACT_INT_UNIFORM: See L{SCA_RandomActuator}
-@var KX_RANDOMACT_INT_POISSON: See L{SCA_RandomActuator}
-@var KX_RANDOMACT_FLOAT_CONST: See L{SCA_RandomActuator}
-@var KX_RANDOMACT_FLOAT_UNIFORM: See L{SCA_RandomActuator}
-@var KX_RANDOMACT_FLOAT_NORMAL: See L{SCA_RandomActuator}
-@var KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL: See L{SCA_RandomActuator}
-
-@group Action Actuator: KX_ACTIONACT_*
-@var KX_ACTIONACT_PLAY: See L{BL_ActionActuator}
-@var KX_ACTIONACT_FLIPPER: See L{BL_ActionActuator}
-@var KX_ACTIONACT_LOOPSTOP: See L{BL_ActionActuator}
-@var KX_ACTIONACT_LOOPEND: See L{BL_ActionActuator}
-@var KX_ACTIONACT_PROPERTY: See L{BL_ActionActuator}
-
-@group Sound Actuator: KX_SOUNDACT_*
-@var KX_SOUNDACT_PLAYSTOP: See L{KX_SoundActuator}
-@var KX_SOUNDACT_PLAYEND: See L{KX_SoundActuator}
-@var KX_SOUNDACT_LOOPSTOP: See L{KX_SoundActuator}
-@var KX_SOUNDACT_LOOPEND: See L{KX_SoundActuator}
-@var KX_SOUNDACT_LOOPBIDIRECTIONAL: See L{KX_SoundActuator}
-@var KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP: See L{KX_SoundActuator}
-
-@group Radar Sensor: KX_RADAR_*
-@var KX_RADAR_AXIS_POS_X: See L{KX_RadarSensor}
-@var KX_RADAR_AXIS_POS_Y: See L{KX_RadarSensor}
-@var KX_RADAR_AXIS_POS_Z: See L{KX_RadarSensor}
-@var KX_RADAR_AXIS_NEG_X: See L{KX_RadarSensor}
-@var KX_RADAR_AXIS_NEG_Y: See L{KX_RadarSensor}
-@var KX_RADAR_AXIS_NEG_Z: See L{KX_RadarSensor}
-
-@group Ray Sensor: KX_RAY_*
-@var KX_RAY_AXIS_POS_X: See L{KX_RaySensor}
-@var KX_RAY_AXIS_POS_Y: See L{KX_RaySensor}
-@var KX_RAY_AXIS_POS_Z: See L{KX_RaySensor}
-@var KX_RAY_AXIS_NEG_X: See L{KX_RaySensor}
-@var KX_RAY_AXIS_NEG_Y: See L{KX_RaySensor}
-@var KX_RAY_AXIS_NEG_Z: See L{KX_RaySensor}
-
-@group Dynamic Actuator: KX_DYN_*
-@var KX_DYN_RESTORE_DYNAMICS: See L{KX_SCA_DynamicActuator}
-@var KX_DYN_DISABLE_DYNAMICS: See L{KX_SCA_DynamicActuator}
-@var KX_DYN_ENABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
-@var KX_DYN_DISABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
-@var KX_DYN_SET_MASS: See L{KX_SCA_DynamicActuator}
-
-@group Game Actuator: KX_GAME_*
-@var KX_GAME_LOAD: See L{KX_GameActuator}
-@var KX_GAME_START: See L{KX_GameActuator}
-@var KX_GAME_RESTART: See L{KX_GameActuator}
-@var KX_GAME_QUIT: See L{KX_GameActuator}
-@var KX_GAME_SAVECFG: See L{KX_GameActuator}
-@var KX_GAME_LOADCFG: See L{KX_GameActuator}
-
-@group Scene Actuator: KX_SCENE_*
-@var KX_SCENE_RESTART: See L{KX_SceneActuator}
-@var KX_SCENE_SET_SCENE: See L{KX_SceneActuator}
-@var KX_SCENE_SET_CAMERA: See L{KX_SceneActuator}
-@var KX_SCENE_ADD_FRONT_SCENE: See L{KX_SceneActuator}
-@var KX_SCENE_ADD_BACK_SCENE: See L{KX_SceneActuator}
-@var KX_SCENE_REMOVE_SCENE: See L{KX_SceneActuator}
-@var KX_SCENE_SUSPEND: See L{KX_SceneActuator}
-@var KX_SCENE_RESUME: See L{KX_SceneActuator}
-
-@group Input Status: KX_INPUT_*
-@var KX_INPUT_NONE: See L{SCA_MouseSensor}
-@var KX_INPUT_JUST_ACTIVATED: See L{SCA_MouseSensor}
-@var KX_INPUT_ACTIVE: See L{SCA_MouseSensor}
-@var KX_INPUT_JUST_RELEASED: See L{SCA_MouseSensor}
-
-
-@group Mouse Buttons: KX_MOUSE_BUT_*
-@var KX_MOUSE_BUT_LEFT: See L{SCA_MouseSensor}
-@var KX_MOUSE_BUT_MIDDLE: See L{SCA_MouseSensor}
-@var KX_MOUSE_BUT_RIGHT: See L{SCA_MouseSensor}
-
-@group States: KX_STATE*
-@var KX_STATE1:
-@var KX_STATE10:
-@var KX_STATE11:
-@var KX_STATE12:
-@var KX_STATE13:
-@var KX_STATE14:
-@var KX_STATE15:
-@var KX_STATE16:
-@var KX_STATE17:
-@var KX_STATE18:
-@var KX_STATE19:
-@var KX_STATE2:
-@var KX_STATE20:
-@var KX_STATE21:
-@var KX_STATE22:
-@var KX_STATE23:
-@var KX_STATE24:
-@var KX_STATE25:
-@var KX_STATE26:
-@var KX_STATE27:
-@var KX_STATE28:
-@var KX_STATE29:
-@var KX_STATE3:
-@var KX_STATE30:
-@var KX_STATE4:
-@var KX_STATE5:
-@var KX_STATE6:
-@var KX_STATE7:
-@var KX_STATE8:
-@var KX_STATE9:
-@var KX_STATE_OP_CLR:
-@var KX_STATE_OP_CPY:
-@var KX_STATE_OP_NEG:
-@var KX_STATE_OP_SET:
-
-@group 2D Filter: RAS_2DFILTER_*
-@var RAS_2DFILTER_BLUR:
-@var RAS_2DFILTER_CUSTOMFILTER:
-@var RAS_2DFILTER_DILATION:
-@var RAS_2DFILTER_DISABLED:
-@var RAS_2DFILTER_ENABLED:
-@var RAS_2DFILTER_EROSION:
-@var RAS_2DFILTER_GRAYSCALE:
-@var RAS_2DFILTER_INVERT:
-@var RAS_2DFILTER_LAPLACIAN:
-@var RAS_2DFILTER_MOTIONBLUR:
-@var RAS_2DFILTER_NOFILTER:
-@var RAS_2DFILTER_PREWITT:
-@var RAS_2DFILTER_SEPIA:
-@var RAS_2DFILTER_SHARPEN:
-@var RAS_2DFILTER_SOBEL:
-
-@group Constraint Actuator: KX_ACT_CONSTRAINT_*
-@var KX_ACT_CONSTRAINT_DISTANCE:
-@var KX_ACT_CONSTRAINT_DOROTFH:
-@var KX_ACT_CONSTRAINT_FHNX:
-@var KX_ACT_CONSTRAINT_FHNY:
-@var KX_ACT_CONSTRAINT_FHNZ:
-@var KX_ACT_CONSTRAINT_FHPX:
-@var KX_ACT_CONSTRAINT_FHPY:
-@var KX_ACT_CONSTRAINT_FHPZ:
-@var KX_ACT_CONSTRAINT_LOCAL:
-@var KX_ACT_CONSTRAINT_MATERIAL:
-@var KX_ACT_CONSTRAINT_NORMAL:
-@var KX_ACT_CONSTRAINT_PERMANENT:
-
-@group Parent Actuator: KX_PARENT_*
-@var KX_PARENT_REMOVE:
-@var KX_PARENT_SET:
-
-@group Shader: MODELMATRIX*, MODELVIEWMATRIX*, VIEWMATRIX*, CAM_POS, CONSTANT_TIMER, SHD_TANGENT
-@var VIEWMATRIX:
-@var VIEWMATRIX_INVERSE:
-@var VIEWMATRIX_INVERSETRANSPOSE:
-@var VIEWMATRIX_TRANSPOSE:
-@var MODELMATRIX:
-@var MODELMATRIX_INVERSE:
-@var MODELMATRIX_INVERSETRANSPOSE:
-@var MODELMATRIX_TRANSPOSE:
-@var MODELVIEWMATRIX:
-@var MODELVIEWMATRIX_INVERSE:
-@var MODELVIEWMATRIX_INVERSETRANSPOSE:
-@var MODELVIEWMATRIX_TRANSPOSE:
-@var CAM_POS: Current camera position
-@var CONSTANT_TIMER: User a timer for the uniform value.
-@var SHD_TANGENT: Not yet documented.
-
-@group Blender Material: BL_*
-@var BL_DST_ALPHA:
-@var BL_DST_COLOR:
-@var BL_ONE:
-@var BL_ONE_MINUS_DST_ALPHA:
-@var BL_ONE_MINUS_DST_COLOR:
-@var BL_ONE_MINUS_SRC_ALPHA:
-@var BL_ONE_MINUS_SRC_COLOR:
-@var BL_SRC_ALPHA:
-@var BL_SRC_ALPHA_SATURATE:
-@var BL_SRC_COLOR:
-@var BL_ZERO:
-
-@group Deprecated: addActiveActuator
-
-@var globalDict: A dictionary that is saved between loading blend files so you can use
- it to store inventory and other variables you want to store between
- scenes and blend files. It can also be written to a file and loaded
- later on with the game load/save actuators.
- note: only python built in types such as int/string/bool/float/tuples/lists
- can be saved, GameObjects, Actuators etc will not work as expectred.
-"""
-
-import GameTypes
-
-# TODO
-# error
-
-def getCurrentController():
- """
- Gets the Python controller associated with this Python script.
-
- @rtype: L{SCA_PythonController}
- """
-def getCurrentScene():
- """
- Gets the current Scene.
-
- @rtype: L{KX_Scene}
- """
-def getSceneList():
- """
- Gets a list of the current scenes loaded in the game engine.
-
- @note: Scenes in your blend file that have not been converted wont be in this list. This list will only contain scenes such as overlays scenes.
-
- @rtype: list of L{KX_Scene}
- """
-def addActiveActuator(actuator, activate):
- """
- Activates the given actuator.
-
- @deprecated: Use L{GameTypes.SCA_PythonController.activate} and L{GameTypes.SCA_PythonController.deactivate} instead.
- @type actuator: L{SCA_IActuator} or the actuator name as a string.
- @type activate: boolean
- @param activate: whether to activate or deactivate the given actuator.
- """
-def loadGlobalDict():
- """
- Loads GameLogic.globalDict from a file.
- """
-def saveGlobalDict():
- """
- Saves GameLogic.globalDict to a file.
- """
-def addScene(name, overlay=1):
- """
- Loads a scene into the game engine.
-
- @param name: The name of the scene
- @type name: string
- @param body: Overlay or underlay (optional)
- @type body: int
- """
-def sendMessage(subject, body="", to="", message_from=""):
- """
- Sends a message to sensors in any active scene.
-
- @param subject: The subject of the message
- @type subject: string
- @param body: The body of the message (optional)
- @type body: string
- @param to: The name of the object to send the message to (optional)
- @type to: string
- @param message_from: The name of the object that the message is coming from (optional)
- @type message_from: string
- """
-def setGravity(gravity):
- """
- Sets the world gravity.
-
- @type gravity: list [fx, fy, fz]
- """
-def getSpectrum():
- """
- Returns a 512 point list from the sound card.
- This only works if the fmod sound driver is being used.
-
- @rtype: list [float], len(getSpectrum()) == 512
- """
-def stopDSP():
- """
- Stops the sound driver using DSP effects.
-
- Only the fmod sound driver supports this.
- DSP can be computationally expensive.
- """
-def getMaxLogicFrame():
- """
- Gets the maximum number of logic frame per render frame.
-
- @return: The maximum number of logic frame per render frame
- @rtype: interger
- """
-def setMaxLogicFrame(maxlogic):
- """
- Sets the maximum number of logic frame that are executed per render frame.
- This does not affect the physic system that still runs at full frame rate.
-
- @param maxlogic: The new maximum number of logic frame per render frame. Valid values: 1..5
- @type maxlogic: integer
- """
-def getMaxPhysicsFrame():
- """
- Gets the maximum number of physics frame per render frame.
-
- @return: The maximum number of physics frame per render frame
- @rtype: interger
- """
-def setMaxPhysicsFrame(maxphysics):
- """
- Sets the maximum number of physics timestep that are executed per render frame.
- Higher value allows physics to keep up with realtime even if graphics slows down the game.
- Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
- maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
-
- @param maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
- @type maxphysics: integer
- """
-def getLogicTicRate():
- """
- Gets the logic update frequency.
-
- @return: The logic frequency in Hz
- @rtype: float
- """
-def setLogicTicRate(ticrate):
- """
- Sets the logic update frequency.
-
- The logic update frequency is the number of times logic bricks are executed every second.
- The default is 60 Hz.
-
- @param ticrate: The new logic update frequency (in Hz).
- @type ticrate: float
- """
-def getPhysicsTicRate():
- """
- NOT IMPLEMENTED
- Gets the physics update frequency
-
- @return: The physics update frequency in Hz
- @rtype: float
- """
-def setPhysicsTicRate(ticrate):
- """
- NOT IMPLEMENTED
- Sets the physics update frequency
-
- The physics update frequency is the number of times the physics system is executed every second.
- The default is 60 Hz.
-
- @param ticrate: The new update frequency (in Hz).
- @type ticrate: float
- """
-def saveGlobalDict():
- """
- Saves GameLogic.globalDict to a file.
- """
-def loadGlobalDict():
- """
- Loads GameLogic.globalDict from a file.
- """
-
-#{ Utility functions
-def getAverageFrameRate():
- """
- Gets the estimated average framerate
-
- @return: The estimed average framerate in frames per second
- @rtype: float
- """
-def expandPath(path):
- """
- Converts a blender internal path into a proper file system path.
-
- Use / as directory separator in path
- You can use '//' at the start of the string to define a relative path;
- Blender replaces that string by the directory of the startup .blend or runtime file
- to make a full path name (doesn't change during the game, even if you load other .blend).
- The function also converts the directory separator to the local file system format.
-
- @param path: The path string to be converted/expanded.
- @type path: string
- @return: The converted string
- @rtype: string
- """
-
-def getBlendFileList(path = "//"):
- """
- Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
-
- @param path: Optional directory argument, will be expanded (like expandPath) into the full path.
- @type path: string
- @return: A list of filenames, with no directory prefix
- @rtype: list
- """
-def PrintGLInfo():
- """
- Prints GL Extension Info into the console
- """
-def getRandomFloat():
- """
- Returns a random floating point value in the range [0...1)
- """
-#}